Showing posts with label redchapel_last_breath. Show all posts
Showing posts with label redchapel_last_breath. Show all posts

Sunday, May 24, 2026

This is not a dispute, this is a massacre

 A 50ss game of Malifaux

Strategy: Wedge Boundary Dispute

Schemes: Frame Job, Take the Highground, Public Demonstration

My list:

Seamus, Last Breath & Copycat Killer
Strange Lady
Madame Sybelle
2x Dead Dandy
2x Mourner
Gravedigger

Pool: 3

Opponent had:

C. Hoffman, Steel Sculptor & Mechanical Attendant
Peacekeeper
Melissa KORE
Clipper
2x Hunter
2x Watcher

Pool: 2


Turn 1: Resurrectionists took Public Demonstration, Guild picked Take the Highground

Lines were closing in with such almost never-seen-before symmetry. Guild did take it further to the centerline, but they had to with their scheme, which Augmented scored without issues.

Resurrectionists had a bit more issues since they had no effective placement tricks outside of Seamus. Strange Lady at least gave interacts left and right so that both players got all of their strategy markers past centerline.

Public Demonstration did require some struggle. Clipper didn't go where I expected, so Madame Sybelle had to move it on top of the highest building near my deployment. Hoffman had not yet activated, so I was worrying he would give a walk for Clipper. It was about half an inch away from Strange Lady's aura, so Seamus had to Secret Passage, strike twice to score Shove Aside and then Secret Passage away. 

Thus, both players scored full points turn one for a 3-3 tie.


Turn 2: Resurrectionists took Assassinate on Clipper, Guild picked Search the Area

Seamus activated and killed Clipper with a line of 13, 12 and 11 in my starting hand. In a perfect world, that is. Opponent was flipping good and cheated severes from hand as required. Clipper was brought down to three, after which is just activated and ended activation within 6" of Hoffman to heal four. Strange Lady got to the building as well, charged and moved Clipper off the building. I still had Dead Dandy and Mourner to deal with it.

Despite Dandy attacking it with a stat of 6 versus willpower of 4 and a three for minimum damage, the bugger just somehow wriggled until the end of turn with three health remaining. Infuriating.

Oh, ho, ho. You sweet summer child. THAT was supposed to be infuriating? How about this.

Hunter activated, charged Dead Dandy. Red Joker and a Pouncing Strike to Mourner that deals in damage. Second action point was to attack Mourner, which killed her and scored Pouncing Strike to Dead Dandy, which killed a second minion that still had not yet activated. Hunter got Fast, but fortunately at least that harpoon attack missed it's target, but that... that stuff right there was crippling.

Gravedigger died as well before it got to activate.

At least all of these models dying before they got to activate had something positive to come out of it. Augmented got zero points from their scheme, because there was no-one left to activate to score those points.

However, Augmented absolutely dominated the strategy this round, and Resurrectionists only got one point from their scheme as well. Scores were a 4-4 tie.

Situation was grim, but we still continued because there was some game left thanks to no points from Search the Area.


Turn 3: Resurrectionists took Runic Binding, Guild picked Breakthrough

I tried to block opponent from scoring full points from Breakthrough, and at least I did make him exert some effort to do that. 

Sybelle was in a good position to affect strategy, but Hunter was in a better position to affect Sybelle. Hunter would need to die, but Sybelle just wasn't able to do that alone in one activation.

Copycat Killer was able to press strategy a little, but that was not enough because Madame Sybelle was tied up. Usually it should be the other way around with Madame Sybelle, I suppose. 

At least Dead Dandy had been able to remove Clipper before it activated.

Seamus was imperative in making the Runic Binding go off, so both crews took full points from schemes. Only Guild did strategy, though, so they got a 7-6 lead.


Turn 4: Resurrectionists took Ensnare, Guild picked Assassinate on Seamus

Although it was a desperate situation for Seamus, we did some activations to confirm. Strange Lady was able to get a point from Ensnare easily enough. Opponent activated Hoffman first to get rid of one of my strategy markers, which in itself was bad but Seamus did a secret passage to a Watcher that had Hastened and Fast conditions. He was able to kill it, but it took all actions so he wasn't able to push back the strategy marker Hoffman had just tossed away. This put Seamus out of reach from most Guild models.

Madame Sybelle was able to kill the Hunte



r that was tormenting her, but since that took both actions as well, there was little she could do to affect strategy. 

The surviving Mourner was able to damage the second Watcher before it got to activate, but did not score a kill. 

Around there we stopped game, because Dead Dandy alone in my deployment zone wasn't going to tip the strategy over to me. In the end scores werent' that terrible despite the outrageous rampage of Hunter on turn two. Game was a 9-8 loss which could have been a 10-8 loss if opponent was able to deal a couple more points in to Seamus.


Tuesday, November 4, 2025

It Just Had To Come vol whatever

 Two 50ss games



of Malifaux 4th edition.

Strategy: Wedge Informants

Schemes: Assassinate, Harness the Leyline, Runic Binding

My list:

Molly, Harbinger of Havoc & Necrotic Machine
Archie
Philip & Nanny
Night Terror
2x Rabble Riser
2x Crooligan

Pool: 5

Opponent had:

Lynch, Dark Bet & Hungering Eclipse
Gwyneth Maddox
Kitty Dumont
Kara
Mr. Tannen
2x Illuminated
Beckoner

Pool: 4


Turn 1: Forgotten picks Assassinate on Mr. Tannen. Honeypot picks Assassinate on Philip & Nanny.

Eventually Archie leaped, walked and charged to punch a point out of Mr. Tannen. Respectively, same didn't happen for Honeypot, because I wasn't measuring up my distances correctly, and a Crooligan wasn't in fact contesting a marker on my side's quarter after she climbed on top of a building.

In the end, Archie's reckless charge was not a good choice, as opponent was able to remove him from the board. Certainly he disrupted most of the first round for Honeypot, ultimately leading to situation where Honeypot didn't score even a single point this turn. 

Well, not only Archie. There were other choices too, like taking a double walk to contest rightmost strategy marker with Molly, which left her in a precarious position for the upcoming turns.

Also, a Crooligan attacked a contesting Illuminated at the leftmost strategy marker, which didn't do much. But the way the kid shrieked from shadows had the Illuminated jump to Necrotic Machine, letting Crooligan to control the strategy.

From top of my head, I think it was this turn when Kara tried to take the highground, but Molly gave her a walk off from top of building, essentially to the joint corner of the two rightmost buildings in the picture.

Scores went 2-0 for Resurrectionists. Was the Archie gambit worth it? We'll see!


Turn 2: Forgotten picks Scout the Rooftops. Honeypot picks Detonate Charges

I had been playing Scout the Rooftops from turn one forwards, but it still took a lot of work somehow to claim two points from it. Molly and her jinkies were essential in achieving that after Mr. Tannen took a double walk to block my earlier set up.

Kara came to block the marker on my side after shredding up a kid on the roof of a building. Fortunately Philip & Nanny kept pram ramming the cat so hard that during end phase it died to feeling utterly abandoned.

The second kid cheered and ran to Gwyneth to play some exciting new card games, but was beaten to death by a card deck instead. One of the Rabble Risers also died, and the other one at something like two points remaining was moved right next to a bunch of scheme markers for a Detonate Charges.

At least Necrotic Machine was also able to remove one illuminated, so there were losses on both side.

But Forgotten had the heavier toll, so Ten Thunders were able to start collecting strategy points.

Both teams got two from their schemes, so scores went 4-3.


Turn 3: Forgotten picks Grave Robbing, Honeypot picks Take the Highground

... Allrighty, oh-kay'y. 

I mean, once you play this game enough, statistical anomalies are bound to happen.

The turn was a total disaster. My own estimation was that Resurrectionists were struggling in this game, and were rather fighting for a draw rather than victory. But this turn just tilted the scales so far into loss.

The thing was, that I had just a single 13 in my hand. That was from previous turn, by the way. Meaning that I did not draw it on turn three. This is important information.

After we ended the turn, I tallied my discard pile AND my hand. Here we go:

1x 13
1x 11
1x 8
2x 7
3x 6
3x 5
1x 4
3x 3
4x 2
3x 1
Black Joker.

I mean, it was hilarious in its own way. But it did lead to such a one-sided situation, that we could end the game right there and then to a 4-6 victory for Ten Thunder. Sure enough, that point difference wasn't too bad, but Ten Thunders had such an overwhelming majority in contesting models that not scoring two points from strategy was just not going to happen. 

I had the 13 in my hand, and figured that if I just would receive 11+ in my hand, opponent would be able to deny two points for my scheme only with a Red Joker. But that 11 in the stats was not in starting hand. 

So, let's get on to the second game.


Game 2:

Strategy: Flank Plant Explosives

Schemes: Assassinate, Ensnare, Make It Look Like an Accident

Last Breath Seamus & Copycat Killer
Strange Lady
Madame Sybelle
Bete Noire
Dead Doxy
2x Mourner

Pool: 5

Opponent had:

Steel Sculptor Hoffman & Mechanical Attendant
Peacekeeper
Melissa
Warden
2x Hunter
2x Watcher

Pool: 5


Turn 1: Redchapel picks Ensnare, Augmented picks Make It Look Like an Accident

I must admit I was dreading those harpoons. But you got to move some models in this game, I guess. Mourners seem rather good for their extra walk to drop bombs right off the bat. Unfortunately there were mechanical bats doing just the same for Augmented, and also four legged canine/feline hybrids, that the lone Mourner found herself against top-right.

Another Watcher went to place a strategy marker bottom-left. I managed to arrange Bete Noire there doing just the same, but also charging it with bonus from crew card. Damage was good, but most of it was healed by Mechanical Attendant anyway.

Another Mourner went to place a scheme marker near center point, trying to bait either Peacekeeper or Hoffman himself there, but neither seemed to be that interested. Although I think Peacekeeper attacked her once, but she leaped away with concealment token. Strange Lady did the same, and last attack went to Seamus who had been moved there by Copycat Killer. By then Hoffman had already committed to everything but attacking.

I did realize my Seamus shenanigans were off by a large margin, because I could have done what I wanted so easily with just a well placed Secret Passage. Oh well. At least Seamus was able to claim Ensnare with two points.

Opponent couldn't make Make It Look Like an Accident work, but they did claim strategy. So did Resurrectionists for a 3-1 lead.


Turn 2: Redchapel picks Frame Job with Mourner, Augmented picks Breakthrough

I tried to bluff Madame Sybelle as the potential Frame Job target, but I had picked Mourner who had just three health remaining. However, this particular opponent had a history for giving me easy Frame Jobs, so he was really hesitant to attack anything at all near the center. Some non-damage action pulled Madame away, but she just charged right back. Mourner walked away to place a bomb, but charged right back. And in the end, Hoffman refused to frame a job. 

To confuse opponent even more, Seamus wasted his activation by dropping three scheme markers on top of a building to bluff for Search the Area. Well, it wasn't a total waste - I was also building up for Scout the Rooftops next  turn.

Copycat Killer also had teleported on the building, and shot Melissa that had climbed on top to contest Search the Area. He shot Melissa with the monster cannon, and fell from the building, nearer enemy deployment zone to place a strategy marker there.

Fortunately all this also lead to a situation where he couldn't claim Breakthrough, so neither player got scheme points.

Bete Noire managed to slice a Watcher into scraps, but it took every action she had.

Warden, Hunter and Peacekeeper punched through Dead Doxy, who took admirably long before she died. 

With great difficulty both players had managed to drop five bombs. Augmented, however, had placed two of those on my deployment zone, so they received the bonus points, catching up on the scores to 4-3 lead for Redchapel.


Turn 3: Redchapel picks Scout the Rooftops, Augmented kept Breakthrough

Augmented kept Breakthrough. Although I did have first activation, I wasn't in a position to deny it. 

This turn, however, went absolutely horribly for Redchapel in other ways as well. 

My plan had been to discard walk with Mourner to pick up the bomb she had placed earlier, then take a double walk. Later, Strange Lady would give her the interact required to score extra point from strategy. However, I wasn't paying attention to the actual deployment line, and the Mourner scaled a terrain to get on top of a fateful building to receive cover from possible attacks. She did receive those, sure, but wouldn't be able to plant the explosive! Strange Lady did give her at least the interact to place a scheme marker for Scout the Rooftops, but... wait, there's more.

Seamus had to teleport in to save the day, but even that I managed to mess up. He teleported, placed bomb in enemy deployment, walked to scale terrain and placed a second scheme marker for Scout the Rooftops bonus points. Except that he didn't. Instead, he picked up the neutral bomb Mourner had left when she eventually had died.

Last two paragraphs summed up probably my most horrible case of self-sabotage in the entirety of my Malifaux career. First, the Mourner robbed me of a point - I was one strategy marker short of receiving victory point from strategy. Then, I didn't have the models to place enough scheme markers for Scout the Rooftops bonus points. GAH.

Opponent was able to score Breakthrough with ease, and then focus on killing my models and ensure strategy.

Scores tied at 6-6, as Resurrectionists had been able to claw at least the bonus points for strategy. 


Turn 4: Redchapel picks Leave Your Mark, Augmented picks Assassinate on Strange Lady

I had the option to pick either Detonate Charges or Leave Your Mark. Since I already got one next to center point, I thought I'd have my shot at that, because opponent likely would avoid my scheme marker like the plague. 

Opponent was quite sure I had picked Detonate Charges, but decided to drop some scheme markers to the center anyway, just in case. Once that started happening, I tried to redirect what was left - mostly just Bete Noire - to engage models there so they'd not make even more schemes. 

I won't say opponent had easy time killing Strange Lady. She did take some effort for sure, but if Peacekeeper, Hoffman, Hunter and Melissa decide with all their action points that you're getting assassinated, you kind of... are. 

I was passing as much as possible to make my last move, Seamus dropping three schemes for Leave Your Mark. Unfortunately Augmented still had one activation left, and that was Mechanical Attendant, who was able to teleport to Hoffman, walk and drop a scheme. This denied me one point.

Resurrectionists were the worse bombers this turn, too, so opponent got three points and Resurrectionists only one. This ended the game in 7-9 victory for Guild.

Thursday, May 15, 2025

Fresh Start for Lucas

 A 50ss game of Malifaux 4th Edition on Vassal

Strategy: Flank Boundary Dispute

Schemes: Scout the Rooftops, Detonate Charges, Ensnare

Seamus & Copycat Killer
Madame Sybelle
Bete Noire
Dead Doxy
2x Mourner
2x Dead Dandy

Pool: 6

(List is short two points, I  somehow counted Mourners as costing 6)

Opponent had:

LucasMcCabe & Luna
Sidir
Desper
2x Rough Rider
2x Ruffian
Huckster

Pool: 6


Turn 1: Redchapel picked Detonate Charges, Wastrels Scout the Rooftops

Dead Dandies, Doxy, Bete Noire and a Mourner went in from one flank, while Sybelle, another Mourner, Seamus and Copycat Killer went from the other.

Wastrels had a little more open ways to spread out more evenly, but generally both Rough Riders, both Ruffians and Huckster were going against Bete Noire's gang. Doxy and Dandies arranged a Remains marker for Bete Noire to signature action to, from which she charged a Rough Rider that had delivered a scheme marker on top of a climbable crate. She wanted to block potential Scout the Rooftops, but managed to mangle Rough Rider down to one health remaining. 

Ruffians, Huckster and the other Rough Rider made great job at delivering strategy markers past the centerline, while Remains marker shenanigans slowed down that progress for Resurrectionists, having two strategy markers about one interact away from their deployment.

Seamus' gang managed to deliver one strategy marker past centerline, but Sidir just throwed it right  back after blasting a destructible terrain with signature action. Mourner and Sybelle were doing the interacts for me. Sybelle also beckoned Seamus a little closer to open up more Secret Passages. 

By the end of the turn Wastrels had spent their entire hand, which resulted in Lucas ditching Scout the Rooftops after he failed Ride With Me. Instead, he brought Explorer's third strategy marker to nudge centerline as well as attempting to throw artifacts left and right.

Seamus was last model to activate from Resurrectionists, and secret passaged into an unfortunate position right in middle of Desper, Luna and Lucas - but he dropped three scheme markers next to both Luna and Lucas. I was afraid Desper might try to yank one model away from the schemes, but that didn't come to pass because of a failed Acrobatic Movement.

Wastrels got no scheme points, but dominated strategy for one point. Detonate Charges went in full for Redchapel for a 2-1 lead.


Turn 2: Redchapel continued to Light the Beacons, Wastrels picked Detonate Charges.

Sidir and a Rough Rider shot Seamus off the board, but he was able to leap to Madame Sybelle with his demise. Sidir also shot a Mourner dead, so he was doing some heavy duty.

Copycat Killer did a scheme marker for Light the Beacons as far from closest enemies as possible, but once opponent realized I was probably aiming for Light the Beacons, Desper did signature, walk and charge to get within 2" of the scheme marker.

Mourner was playing ball with a Ruffian for a Resurrectionists strategy marker, and tried to finish off Rough Rider with a charge - but failed. The Rough Rider rode away from melee to shoot Bete Noire with the strat marker tossing Ruffian taking a shot a Bete. This was becoming a burden on soulstone cache, so Bete thought it better to ditch the place and go place another scheme for Light the Beacons. 

Eventually Huckster scaled a nearby house and threw some scheme markers at Bete Noire. 

Dead Doxy charged Ruffian in an attempt to deny some interact in the middle. She did land one good hit, but that was about it. She used Double Up to get already Mourner as a back-up. They did block interacts, but Ruffian just got out of melee and shot Mourner for four points of damage and place third marker for Detonate Charges. 

Madame Sybelle tried to beckon Desper LaRaux away from a scheme marker for Light the Beacons, but failed at that. Seamus used Secret Passage to walk and place a scheme marker for Light the Beacons and charged a Rough Rider for a few points of damage.

However, Lucas spoiled the fun with a 16" double walk to interact Seamus' scheme marker away.

Wastrels scored two points from Detonate Charges, while they denied Redchapel of points for a 4-2 lead. 


Turn 3: Both Redchapel and Wastrels picked Runic Binding

Copycat Killer used crew signature to charge out from Desper's melee, delivered a strategy marker that had been moved during end phase to enemy deployment, plus walked into contact with it. 

Wastrels were quick to activate the Rough Rider with one health remaining, and delivered a strategy marker to Redchapel deployment zone. 

Seamus, in a vulnerable position, used Secret Passage to go near centerpoint to bluff Leave Your Mark by planting two schemes within 1" of center point. With last action he charged Ruffian, scored Shove Aside and tried to take a swing at the Rough Rider he tried to kill last turn. 

Sidir started shooting Madame Sybelle and brought her down to two health remaining. Sybelle had to activate right after that, and charged Sidir to place a third scheme marker for Runic Binding. She beckoned Luna next to her, thus having Sidir and Luna inside the Runic Binding area.

Desper did acrobatics, charged Madame Sybelle but missed. His vorpal blade went snicker-snack, so Madame finally died. However, Sidir and Luna gave two points from Runic Binding.

Redchapel passed, and a went to place a scheme marker for Runic Binding. Doxy activated next, killed Ruffian that had one health remaining and used Pouncing Strike to get to scheming Ruffian, but didn't score a hit. However, second action attack killed the Rough Rider who had one health remaining.

Luna and second Rough Rider did scheme markers for Runic Binding, but Dead Dandy heroically managed to delay the scheme by turning Wastrel scheme into one of Redchapel's own.

However, Lucas had no trouble with getting to place a new marker, and even had action points to spare to miss someone with netgun.

Bete Noire walked and signature-charged to Ruffian that was next to Dead Doxy. She landed a heavy hit of three raises and scored Onslaught. Unfortunately Onslaught attack didn't kill Ruffian, so she wasn't able to remove Wastrel scheme marker. Last attack also missed.

Wastrels took 7-4 lead.


Turn 4: Redchapel picks Ensnare, Wastrels Leave Your Mark.

Dead Dandy planted a scheme to bluff Leave Your Mark and walked to engage Luna, who still had Redchapel scheme marker nearby.

Miraculously Sidir failed to kill Dead Dandy, but brought him down to one health remaining. However, signature action removed one of Redchapel scheme markers, so Seamus had to signature charge, interact two schemes within 1" of center point and close enough to Luna and Lucas before. Last action was to charge Lucas, who took four points of damage which at this point of game was whatever. 

Opponent did think I had Leave Your Mark, so Rough Rider took off close enough to place two scheme markers next to centerpoint and my scheme markers. That Ensnare was CLOSE, but did result in two points for Redchapel.

Eventually Lucas was able to spam tons of scheme markers near centerpoint, this time more than 1" away from a scheme marker I still had there. Bete Noire signature charged away from melee, ruined Lucas's stack of scheme markers and moved  Explorer strategy marker away from my table side. 

Unfortunately Desper was able to maneuver to deliver a second strategy marker to my deployment zone. Redchapel passed, but once Huckster went to throw Redchapel strategy marker out Dead Doxy's reach, we called it a game. Wastrels won 9-6.


You know it's an entirely new edition of the game when LucasMcCabe doesn't do anything morally questionable or downright abhorrent.